3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_flat.h"
43 FlagDesc flagdesc_mapgen_flat[] = {
44 {"lakes", MGFLAT_LAKES},
45 {"hills", MGFLAT_HILLS},
49 ///////////////////////////////////////////////////////////////////////////////////////
52 MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->bmgr = emerge->biomemgr;
58 //// amount of elements to skip for the next index
59 //// for noise/height/biome maps (not vmanip)
60 this->ystride = csize.X;
61 this->zstride = csize.X * (csize.Y + 2);
63 this->biomemap = new u8[csize.X * csize.Z];
64 this->heightmap = new s16[csize.X * csize.Z];
66 this->humidmap = NULL;
68 MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
69 this->spflags = sp->spflags;
71 this->ground_level = sp->ground_level;
72 this->large_cave_depth = sp->large_cave_depth;
73 this->lake_threshold = sp->lake_threshold;
74 this->lake_steepness = sp->lake_steepness;
75 this->hill_threshold = sp->hill_threshold;
76 this->hill_steepness = sp->hill_steepness;
79 noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
80 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
83 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
84 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
87 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
88 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
89 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
90 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
92 //// Resolve nodes to be used
93 INodeDefManager *ndef = emerge->ndef;
95 c_stone = ndef->getId("mapgen_stone");
96 c_water_source = ndef->getId("mapgen_water_source");
97 c_lava_source = ndef->getId("mapgen_lava_source");
98 c_desert_stone = ndef->getId("mapgen_desert_stone");
99 c_ice = ndef->getId("mapgen_ice");
100 c_sandstone = ndef->getId("mapgen_sandstone");
102 c_cobble = ndef->getId("mapgen_cobble");
103 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
104 c_mossycobble = ndef->getId("mapgen_mossycobble");
105 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
106 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
108 if (c_ice == CONTENT_IGNORE)
110 if (c_mossycobble == CONTENT_IGNORE)
111 c_mossycobble = c_cobble;
112 if (c_stair_cobble == CONTENT_IGNORE)
113 c_stair_cobble = c_cobble;
114 if (c_sandstonebrick == CONTENT_IGNORE)
115 c_sandstonebrick = c_sandstone;
116 if (c_stair_sandstonebrick == CONTENT_IGNORE)
117 c_stair_sandstonebrick = c_sandstone;
121 MapgenFlat::~MapgenFlat()
123 delete noise_terrain;
124 delete noise_filler_depth;
129 delete noise_humidity;
130 delete noise_heat_blend;
131 delete noise_humidity_blend;
138 MapgenFlatParams::MapgenFlatParams()
143 large_cave_depth = -33;
144 lake_threshold = -0.45;
145 lake_steepness = 48.0;
146 hill_threshold = 0.45;
147 hill_steepness = 64.0;
149 np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
150 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
151 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
152 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
156 void MapgenFlatParams::readParams(const Settings *settings)
158 settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
160 settings->getS16NoEx("mgflat_ground_level", ground_level);
161 settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
162 settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
163 settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
164 settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
165 settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
167 settings->getNoiseParams("mgflat_np_terrain", np_terrain);
168 settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
169 settings->getNoiseParams("mgflat_np_cave1", np_cave1);
170 settings->getNoiseParams("mgflat_np_cave2", np_cave2);
174 void MapgenFlatParams::writeParams(Settings *settings) const
176 settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
178 settings->setS16("mgflat_ground_level", ground_level);
179 settings->setS16("mgflat_large_cave_depth", large_cave_depth);
180 settings->setFloat("mgflat_lake_threshold", lake_threshold);
181 settings->setFloat("mgflat_lake_steepness", lake_steepness);
182 settings->setFloat("mgflat_hill_threshold", hill_threshold);
183 settings->setFloat("mgflat_hill_steepness", hill_steepness);
185 settings->setNoiseParams("mgflat_np_terrain", np_terrain);
186 settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
187 settings->setNoiseParams("mgflat_np_cave1", np_cave1);
188 settings->setNoiseParams("mgflat_np_cave2", np_cave2);
192 /////////////////////////////////////////////////////////////////
195 int MapgenFlat::getGroundLevelAtPoint(v2s16 p)
197 float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
198 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
199 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
200 return ground_level - depress;
201 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
202 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
203 return ground_level + rise;
210 void MapgenFlat::makeChunk(BlockMakeData *data)
213 assert(data->vmanip);
214 assert(data->nodedef);
215 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
216 data->blockpos_requested.Y >= data->blockpos_min.Y &&
217 data->blockpos_requested.Z >= data->blockpos_min.Z);
218 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
219 data->blockpos_requested.Y <= data->blockpos_max.Y &&
220 data->blockpos_requested.Z <= data->blockpos_max.Z);
222 this->generating = true;
223 this->vm = data->vmanip;
224 this->ndef = data->nodedef;
225 //TimeTaker t("makeChunk");
227 v3s16 blockpos_min = data->blockpos_min;
228 v3s16 blockpos_max = data->blockpos_max;
229 node_min = blockpos_min * MAP_BLOCKSIZE;
230 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
231 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
232 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
234 blockseed = getBlockSeed2(full_node_min, seed);
239 // Generate base terrain, mountains, and ridges with initial heightmaps
240 s16 stone_surface_max_y = generateTerrain();
243 updateHeightmap(node_min, node_max);
245 // Create biomemap at heightmap surface
246 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
247 noise_humidity->result, heightmap, biomemap);
249 // Actually place the biome-specific nodes
250 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
252 if (flags & MG_CAVES)
253 generateCaves(stone_surface_max_y);
255 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
258 dp.np_rarity = nparams_dungeon_rarity;
259 dp.np_density = nparams_dungeon_density;
260 dp.np_wetness = nparams_dungeon_wetness;
261 dp.c_water = c_water_source;
262 if (stone_type == STONE) {
263 dp.c_cobble = c_cobble;
264 dp.c_moss = c_mossycobble;
265 dp.c_stair = c_stair_cobble;
267 dp.diagonal_dirs = false;
269 dp.holesize = v3s16(1, 2, 1);
270 dp.roomsize = v3s16(0, 0, 0);
271 dp.notifytype = GENNOTIFY_DUNGEON;
272 } else if (stone_type == DESERT_STONE) {
273 dp.c_cobble = c_desert_stone;
274 dp.c_moss = c_desert_stone;
275 dp.c_stair = c_desert_stone;
277 dp.diagonal_dirs = true;
279 dp.holesize = v3s16(2, 3, 2);
280 dp.roomsize = v3s16(2, 5, 2);
281 dp.notifytype = GENNOTIFY_TEMPLE;
282 } else if (stone_type == SANDSTONE) {
283 dp.c_cobble = c_sandstonebrick;
284 dp.c_moss = c_sandstonebrick;
285 dp.c_stair = c_sandstonebrick;
287 dp.diagonal_dirs = false;
289 dp.holesize = v3s16(2, 2, 2);
290 dp.roomsize = v3s16(2, 0, 2);
291 dp.notifytype = GENNOTIFY_DUNGEON;
294 DungeonGen dgen(this, &dp);
295 dgen.generate(blockseed, full_node_min, full_node_max);
298 // Generate the registered decorations
299 if (flags & MG_DECORATIONS)
300 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
302 // Generate the registered ores
303 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
305 // Sprinkle some dust on top after everything else was generated
308 //printf("makeChunk: %dms\n", t.stop());
310 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
312 if (flags & MG_LIGHT)
313 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
314 full_node_min, full_node_max);
316 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
317 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
319 this->generating = false;
323 void MapgenFlat::calculateNoise()
325 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
329 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
330 noise_terrain->perlinMap2D(x, z);
332 // Cave noises are calculated in generateCaves()
333 // only if solid terrain is present in mapchunk
335 noise_filler_depth->perlinMap2D(x, z);
336 noise_heat->perlinMap2D(x, z);
337 noise_humidity->perlinMap2D(x, z);
338 noise_heat_blend->perlinMap2D(x, z);
339 noise_humidity_blend->perlinMap2D(x, z);
341 for (s32 i = 0; i < csize.X * csize.Z; i++) {
342 noise_heat->result[i] += noise_heat_blend->result[i];
343 noise_humidity->result[i] += noise_humidity_blend->result[i];
346 heatmap = noise_heat->result;
347 humidmap = noise_humidity->result;
348 //printf("calculateNoise: %dus\n", t.stop());
352 s16 MapgenFlat::generateTerrain()
354 MapNode n_air(CONTENT_AIR);
355 MapNode n_stone(c_stone);
356 MapNode n_water(c_water_source);
358 v3s16 em = vm->m_area.getExtent();
359 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
362 for (s16 z = node_min.Z; z <= node_max.Z; z++)
363 for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
364 s16 stone_level = ground_level;
365 float n_terrain = 0.0f;
367 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
368 n_terrain = noise_terrain->result[ni2d];
370 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
371 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
372 stone_level = ground_level - depress;
373 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
374 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
375 stone_level = ground_level + rise;
378 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
379 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
380 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
381 if (y <= stone_level) {
382 vm->m_data[vi] = n_stone;
383 if (y > stone_surface_max_y)
384 stone_surface_max_y = y;
385 } else if (y <= water_level) {
386 vm->m_data[vi] = n_water;
388 vm->m_data[vi] = n_air;
391 vm->m_area.add_y(em, vi, 1);
395 return stone_surface_max_y;
399 MgStoneType MapgenFlat::generateBiomes(float *heat_map, float *humidity_map)
401 v3s16 em = vm->m_area.getExtent();
403 MgStoneType stone_type = STONE;
405 for (s16 z = node_min.Z; z <= node_max.Z; z++)
406 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
410 u16 depth_water_top = 0;
411 u32 vi = vm->m_area.index(x, node_max.Y, z);
413 // Check node at base of mapchunk above, either a node of a previously
414 // generated mapchunk or if not, a node of overgenerated base terrain.
415 content_t c_above = vm->m_data[vi + em.X].getContent();
416 bool air_above = c_above == CONTENT_AIR;
417 bool water_above = c_above == c_water_source;
419 // If there is air or water above enable top/filler placement, otherwise force
420 // nplaced to stone level by setting a number exceeding any possible filler depth.
421 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
424 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
425 content_t c = vm->m_data[vi].getContent();
427 // Biome is recalculated each time an upper surface is detected while
428 // working down a column. The selected biome then remains in effect for
429 // all nodes below until the next surface and biome recalculation.
430 // Biome is recalculated:
431 // 1. At the surface of stone below air or water.
432 // 2. At the surface of water below air.
433 // 3. When stone or water is detected but biome has not yet been calculated.
434 if ((c == c_stone && (air_above || water_above || !biome)) ||
435 (c == c_water_source && (air_above || !biome))) {
436 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
437 depth_top = biome->depth_top;
438 base_filler = MYMAX(depth_top + biome->depth_filler
439 + noise_filler_depth->result[index], 0);
440 depth_water_top = biome->depth_water_top;
442 // Detect stone type for dungeons during every biome calculation.
443 // This is more efficient than detecting per-node and will not
444 // miss any desert stone or sandstone biomes.
445 if (biome->c_stone == c_desert_stone)
446 stone_type = DESERT_STONE;
447 else if (biome->c_stone == c_sandstone)
448 stone_type = SANDSTONE;
452 content_t c_below = vm->m_data[vi - em.X].getContent();
454 // If the node below isn't solid, make this node stone, so that
455 // any top/filler nodes above are structurally supported.
456 // This is done by aborting the cycle of top/filler placement
457 // immediately by forcing nplaced to stone level.
458 if (c_below == CONTENT_AIR || c_below == c_water_source)
461 if (nplaced < depth_top) {
462 vm->m_data[vi] = MapNode(biome->c_top);
464 } else if (nplaced < base_filler) {
465 vm->m_data[vi] = MapNode(biome->c_filler);
468 vm->m_data[vi] = MapNode(biome->c_stone);
473 } else if (c == c_water_source) {
474 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
475 biome->c_water_top : biome->c_water);
476 nplaced = 0; // Enable top/filler placement for next surface
479 } else if (c == CONTENT_AIR) {
480 nplaced = 0; // Enable top/filler placement for next surface
483 } else { // Possible various nodes overgenerated from neighbouring mapchunks
484 nplaced = U16_MAX; // Disable top/filler placement
489 vm->m_area.add_y(em, vi, -1);
497 void MapgenFlat::dustTopNodes()
499 if (node_max.Y < water_level)
502 v3s16 em = vm->m_area.getExtent();
505 for (s16 z = node_min.Z; z <= node_max.Z; z++)
506 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
507 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
509 if (biome->c_dust == CONTENT_IGNORE)
512 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
513 content_t c_full_max = vm->m_data[vi].getContent();
516 if (c_full_max == CONTENT_AIR) {
517 y_start = full_node_max.Y - 1;
518 } else if (c_full_max == CONTENT_IGNORE) {
519 vi = vm->m_area.index(x, node_max.Y + 1, z);
520 content_t c_max = vm->m_data[vi].getContent();
522 if (c_max == CONTENT_AIR)
523 y_start = node_max.Y;
530 vi = vm->m_area.index(x, y_start, z);
531 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
532 if (vm->m_data[vi].getContent() != CONTENT_AIR)
535 vm->m_area.add_y(em, vi, -1);
538 content_t c = vm->m_data[vi].getContent();
539 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
540 vm->m_area.add_y(em, vi, 1);
541 vm->m_data[vi] = MapNode(biome->c_dust);
547 void MapgenFlat::generateCaves(s16 max_stone_y)
549 if (max_stone_y < node_min.Y)
552 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
553 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
555 v3s16 em = vm->m_area.getExtent();
558 for (s16 z = node_min.Z; z <= node_max.Z; z++)
559 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
560 bool column_is_open = false; // Is column open to overground
561 u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
562 u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
565 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
567 for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
568 y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
569 content_t c = vm->m_data[vi].getContent();
570 if (c == CONTENT_AIR || c == biome->c_water_top ||
571 c == biome->c_water) {
572 column_is_open = true;
576 float d1 = contour(noise_cave1->result[index3d]);
577 float d2 = contour(noise_cave2->result[index3d]);
578 if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
579 // In tunnel and ground content, excavate
580 vm->m_data[vi] = MapNode(CONTENT_AIR);
581 } else if (column_is_open &&
582 (c == biome->c_filler || c == biome->c_stone)) {
583 // Tunnel entrance floor
584 vm->m_data[vi] = MapNode(biome->c_top);
585 column_is_open = false;
587 column_is_open = false;
592 if (node_max.Y > large_cave_depth)
595 PseudoRandom ps(blockseed + 21343);
596 u32 bruises_count = ps.range(0, 2);
597 for (u32 i = 0; i < bruises_count; i++) {
598 CaveV5 cave(this, &ps);
599 cave.makeCave(node_min, node_max, max_stone_y);